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Old 10-25-06, 06:33 PM   #16
bookworm_020
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I tent to leave them in the forward torpedo room, then thay can reload if you forget to send the crew to action stations. I tend to put petty officers there instead of seamen, because they seem to be for fatigue resistant, especialy when they've been promoted and awarded a couple of medals for good service.
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Old 10-29-06, 06:16 PM   #17
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Quote:
Originally Posted by P_Funk
Quote:
Originally Posted by TarJak
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Originally Posted by P_Funk
The problem with assigning them to repair stations is that it drains their energy at a very high rate. The inactive engine room is a good idea.

However it seems strange that there isn't enough actual room for the declared maximum.
Engines drain at the same rate as repairs and torps so I don;t see that it makees any difference.
If I recall correctly the engine room which is active is the only one which drains energy. The unused one might not regenerate energy but I'm pretty sure it doesn't drain it either.
I can absolutely confirm that having crew in the "inactive" engine space (i.e. diesel when submerged or electric when surfaced) does NOT drain fatigue. I use it to rotate fatigued crew through the actual bunk spaces where they remove fatigue. Putting them in the inactive engine area is a 'fatigue neutral' space.

Oh, and the torpedo rooms are the WORST for fatigue....game must figure anyone in there is wrestling with torps. That's why I NEVER leave them there after diving (as has been pointed out, the watch crew will go to the forward torp room upon diving).

I figured everyone used the inactive engine space 'trick', but wondered if there were 'better' options I'd not figured out.
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Old 10-30-06, 12:14 AM   #18
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Could it be that there's a difference between mods?

I have a friend on another site who says that SH3 with Gray Wolves is his favorite game. He claims 50 patrols (and yes, I know he could be lying!). But he says the place to put the excess crew is in the forward or stern torpedo rooms. It's his assertion that excess crew put in these areas never suffer fatigue, unless the boat is in the proximity of the enemy.


Tomorrow, I'm going to start a patrol, using GW and the 8-hour fatigue model. I'll test it. If it doesn't work, I'll try the inactive engine space.
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Old 10-30-06, 01:42 AM   #19
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The thing that bugs me in terms of how the compartments are laid out is that the strict division between sleeping quarters and torpedo rooms is not at all realistic. The fact is that bunks were in the torpedo room. Crew that manned the torpedoes also slept there. So not only is it ridiculous that you have to micromanage the changing of shifts but also you have to manage crew compartment assignments in a way that didn't even exist. Such a pain.

You know we've been seeing all these great SH4 screens of water and ships and subs but the screen that would really make me wet my pants with glee would be a pic of the new crew management screen.
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Old 10-30-06, 03:56 AM   #20
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Quote:
Originally Posted by P_Funk
Quote:
Originally Posted by TarJak
Quote:
Originally Posted by P_Funk
The problem with assigning them to repair stations is that it drains their energy at a very high rate. The inactive engine room is a good idea.

However it seems strange that there isn't enough actual room for the declared maximum.
Engines drain at the same rate as repairs and torps so I don;t see that it makees any difference.
If I recall correctly the engine room which is active is the only one which drains energy. The unused one might not regenerate energy but I'm pretty sure it doesn't drain it either.
Quite right. I'm playing with no fatigue at the moment so It's not really an issue for me. I was thinking of the active engine room not the inactive.
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Old 10-30-06, 06:44 PM   #21
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Quote:
Originally Posted by P_Funk
The thing that bugs me in terms of how the compartments are laid out is that the strict division between sleeping quarters and torpedo rooms is not at all realistic. The fact is that bunks were in the torpedo room. Crew that manned the torpedoes also slept there. So not only is it ridiculous that you have to micromanage the changing of shifts but also you have to manage crew compartment assignments in a way that didn't even exist. Such a pain.

You know we've been seeing all these great SH4 screens of water and ships and subs but the screen that would really make me wet my pants with glee would be a pic of the new crew management screen.
I'll go along with that sentiment entirely!!! Might pass on the 'wet pants' part of it, however.....:rotfl:

It amazes me that SHIII has so clearly got the crew management wrong in that it's the one thing you spend far more time on than any other. Really have to wonder just how much they played it if it wasn't apparent this was a major problem.....

One thing which would be REALLY good is if you could have a 'standing orders' book to establish routines....i.e. dive to 30m every 4 hours and run at slow speed for 15 mins to do sound checks.....which would run 'in the background' even in time compression. THAT would be great. As it is, I don't do soundchecks much as it's a pain changing the crew around (although I often spend large chunks of time submerged when there is heavy fog at night....just not worth having something appear out of the mist at close range).

Crew management needs to be fixed once and for all in SHIV. It's a great innovation to HAVE a crew to manage, and awards and such, but it screws things royally if it's not done properly.

Last edited by Steeltrap; 10-30-06 at 09:13 PM.
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Old 10-30-06, 07:10 PM   #22
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Hylander, this isn't B17 you know. You can just chuck the crew out. LOL

Seeing I never played SHI and II, what was crew management like in them? Better, worse of the same as SHIII? If better, is there a way to setup SHIII to work the same way? But I also assume GWX will take care of that when it comes out.
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Old 10-30-06, 07:22 PM   #23
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SHIII is the first subsim to have "crew management". That's why there are problems; they're still learning.
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Old 10-31-06, 01:25 AM   #24
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I have the no fatigue setting on. Was very sick of moving them around.

If one does behave badly, he is going overboard.
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Old 10-31-06, 02:33 AM   #25
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Quote:
Originally Posted by Deep-Six
If one does behave badly, he is going overboard.
Neat trick while submerged.
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Old 10-31-06, 02:50 AM   #26
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I'm still not giving up on crew management. I want the feeling of having a crew and if I don't move them around then I feel like I'm missing out on something.

I dunno. I am still not decided after this much time. I like crew management but I hate doing it.
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Old 10-31-06, 03:27 AM   #27
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Quote:
Originally Posted by P_Funk
I'm still not giving up on crew management. I want the feeling of having a crew and if I don't move them around then I feel like I'm missing out on something.

I dunno. I am still not decided after this much time. I like crew management but I hate doing it.
I like it. I think it makes the game more personal interacting with the crew, knowing they're working hard and need to rest after a stressful attack. And I feel sad when one's killed.

I've heard the there won't be as much crew micro-management in SH4, but I hope its not eliminated completely.
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Old 10-31-06, 12:23 PM   #28
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Quote:
Originally Posted by shegeek72
Quote:
Originally Posted by Deep-Six
If one does behave badly, he is going overboard.
Neat trick while submerged.
That's why we have torpedo tubes.

Quote:
I've heard the there won't be as much crew micro-management in SH4, but I hope its not eliminated completely.
From what they've said it sounds like they listened to the complaints and wishes. It looks like we'll be able to set up watch bills and they'll rotate automatically according to those.
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Old 10-31-06, 01:05 PM   #29
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Quote:
Originally Posted by Steeltrap
What do you do with 'excess' crew?

I find there isn't space in the crew compartments for 'idle' crew when submerged, so I put them in the non-functioning engine space.

Trouble with that is they move to the active engine whenever I give commands such as peri depth etc. I end up with the electric motor spaces having extra people in them.

What do the rest of you do?
In the real uboats many of the enlisted crew had to stay and sleep in the forward torpedo room, thats where I put em. Will drain their energy tho, no wonder...who likes to sleep on top of a torpedo

Can also put some of em in the diesel engine room, there was crew in this room even when the diesels were not running, to make sure everything is ok.

But the two crew compartments is the only place in SH3 where crew can restore energy.
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Old 10-31-06, 05:45 PM   #30
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Quote:
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From what they've said it sounds like they listened to the complaints and wishes. It looks like we'll be able to set up watch bills and they'll rotate automatically according to those.
Hooray for that! the reason I turned No Fatigue on was exactly that. I was sick of having to keep moving the buggers about just to keep the boat running and the lack of capability to set up a watches that did the job for you. (That's what your NCO's and OOW are for).
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